Is it possible to obtain dense correspondence field?
This answer may have missed the point, but maybe it will help clarify the question:
If you subtract the Object space coordinate of the shading point in the space of object A from the Object space coordinate of the shading point in the space of object B, then the colors on the surface-points of B will represent the World space 3D translation required to take them to the corresponding points on A.

This is OK for rigid objects.. if they're deforming, you could bake the space into an image texture, and look up in UV space instead.